dir() const | Ray | [inline] |
hit() const | Ray | [inline] |
hitPoint(float eps) const | Ray | [inline] |
influence() const | Ray | [inline] |
init(const Vec3f &origin, const Vec3f &direction, float t=INFINITY) | Ray | [inline] |
mDir | Ray | [private] |
mHit | Ray | [private] |
mHitObj | Ray | [private] |
mInfluence | Ray | [private] |
mOrg | Ray | [private] |
mRecursionDeep | Ray | [private] |
mT | Ray | [private] |
mU | Ray | [private] |
mV | Ray | [private] |
obj() const | Ray | [inline] |
org() const | Ray | [inline] |
Ray() | Ray | [inline] |
recDeep() const | Ray | [inline] |
setHit(const Primitive *hit, float t) | Ray | [inline] |
setInfluence(float infl, int recursionDeep) | Ray | [inline] |
setObj(const Object *object) | Ray | [inline] |
setUV(float u, float v) | Ray | [inline] |
t() const | Ray | [inline] |
u() const | Ray | [inline] |
updateInfluence(const Ray &ray, float infl=1.0f) | Ray | [inline] |
v() const | Ray | [inline] |